diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/renderergl2/glsl/lightall_fp.glsl | 17 | ||||
-rw-r--r-- | src/renderergl2/tr_glsl.c | 4 | ||||
-rw-r--r-- | src/renderergl2/tr_local.h | 2 | ||||
-rw-r--r-- | src/renderergl2/tr_shade.c | 13 |
4 files changed, 32 insertions, 4 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl index c74d6844..0f50a038 100644 --- a/src/renderergl2/glsl/lightall_fp.glsl +++ b/src/renderergl2/glsl/lightall_fp.glsl @@ -44,6 +44,12 @@ uniform vec4 u_NormalScale; uniform vec4 u_SpecularScale; #endif +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) +#if defined(USE_CUBEMAP) +uniform vec4 u_CubeMapInfo; +#endif +#endif + varying vec4 var_TexCoords; varying vec4 var_Color; @@ -323,19 +329,20 @@ mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv ) void main() { + vec3 viewDir; vec3 L, N, E, H; float NL, NH, NE, EH; #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) #if defined(USE_VERT_TANGENT_SPACE) mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz); - E = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w); + viewDir = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w); #else mat3 tangentToWorld = cotangent_frame(var_Normal, -var_ViewDir, var_TexCoords.xy); - E = var_ViewDir; + viewDir = var_ViewDir; #endif - E = normalize(E); + E = normalize(viewDir); L = var_LightDir.xyz; #if defined(USE_DELUXEMAP) @@ -497,6 +504,10 @@ void main() vec3 R = reflect(E, N); + // parallax corrected cubemap (cheaper trick) + // from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ + R += u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir; + vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w; #if defined(USE_LIGHTMAP) diff --git a/src/renderergl2/tr_glsl.c b/src/renderergl2/tr_glsl.c index c4a30b60..33dd0497 100644 --- a/src/renderergl2/tr_glsl.c +++ b/src/renderergl2/tr_glsl.c @@ -142,7 +142,9 @@ static uniformInfo_t uniformsInfo[] = { "u_PrimaryLightOrigin", GLSL_VEC4 }, { "u_PrimaryLightColor", GLSL_VEC3 }, { "u_PrimaryLightAmbient", GLSL_VEC3 }, - { "u_PrimaryLightRadius", GLSL_FLOAT } + { "u_PrimaryLightRadius", GLSL_FLOAT }, + + { "u_CubeMapInfo", GLSL_VEC4 }, }; diff --git a/src/renderergl2/tr_local.h b/src/renderergl2/tr_local.h index bdc55d69..26624334 100644 --- a/src/renderergl2/tr_local.h +++ b/src/renderergl2/tr_local.h @@ -699,6 +699,8 @@ typedef enum UNIFORM_PRIMARYLIGHTAMBIENT, UNIFORM_PRIMARYLIGHTRADIUS, + UNIFORM_CUBEMAPINFO, + UNIFORM_COUNT } uniform_t; diff --git a/src/renderergl2/tr_shade.c b/src/renderergl2/tr_shade.c index 0925b6d6..11ba5836 100644 --- a/src/renderergl2/tr_shade.c +++ b/src/renderergl2/tr_shade.c @@ -1379,8 +1379,21 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) // testing cube map // if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex && r_cubeMapping->integer) + { + vec4_t vec; + GL_BindToTMU( tr.cubemaps[input->cubemapIndex - 1], TB_CUBEMAP); + vec[0] = tr.cubemapOrigins[input->cubemapIndex - 1][0] - backEnd.viewParms.or.origin[0]; + vec[1] = tr.cubemapOrigins[input->cubemapIndex - 1][1] - backEnd.viewParms.or.origin[1]; + vec[2] = tr.cubemapOrigins[input->cubemapIndex - 1][2] - backEnd.viewParms.or.origin[2]; + vec[3] = 1.0f; + + VectorScale4(vec, 1.0f / 1000.0f, vec); + + GLSL_SetUniformVec4(sp, UNIFORM_CUBEMAPINFO, vec); + } + // // draw // |